Relocate Source to proper directory.
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package appeng.hooks;
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import java.util.Collection;
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import java.util.HashMap;
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import java.util.Iterator;
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import java.util.LinkedList;
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import java.util.Queue;
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import java.util.WeakHashMap;
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import java.util.concurrent.Callable;
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import java.util.concurrent.TimeUnit;
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import net.minecraft.world.World;
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import net.minecraftforge.event.world.ChunkEvent;
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import net.minecraftforge.event.world.WorldEvent;
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import appeng.api.AEApi;
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import appeng.api.networking.IGridNode;
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import appeng.api.parts.CableRenderMode;
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import appeng.api.util.AEColor;
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import appeng.core.AEConfig;
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import appeng.core.AELog;
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import appeng.core.CommonHelper;
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import appeng.core.sync.packets.PacketPaintedEntity;
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import appeng.crafting.CraftingJob;
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import appeng.entity.EntityFloatingItem;
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import appeng.me.Grid;
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import appeng.me.NetworkList;
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import appeng.tile.AEBaseTile;
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import appeng.util.Platform;
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import com.google.common.base.Stopwatch;
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import com.google.common.collect.LinkedListMultimap;
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import com.google.common.collect.Multimap;
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import cpw.mods.fml.common.eventhandler.SubscribeEvent;
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import cpw.mods.fml.common.gameevent.TickEvent;
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import cpw.mods.fml.common.gameevent.TickEvent.Phase;
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import cpw.mods.fml.common.gameevent.TickEvent.Type;
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import cpw.mods.fml.common.gameevent.TickEvent.WorldTickEvent;
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public class TickHandler
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{
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class HandlerRep
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{
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public Queue<AEBaseTile> tiles = new LinkedList();
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public Collection<Grid> networks = new NetworkList();
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public void clear()
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{
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tiles = new LinkedList();
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networks = new NetworkList();
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}
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};
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final public static TickHandler instance = new TickHandler();
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final private WeakHashMap<World, Queue<Callable>> callQueue = new WeakHashMap<World, Queue<Callable>>();
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Queue<Callable> serverQueue = new LinkedList<Callable>();
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final private HandlerRep server = new HandlerRep();
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final private HandlerRep client = new HandlerRep();
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static public class PlayerColor
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{
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public final AEColor myColor;
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protected final int myEntity;
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protected int ticksLeft;
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public PacketPaintedEntity getPacket()
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{
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return new PacketPaintedEntity( myEntity, myColor, ticksLeft );
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}
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public PlayerColor(int id, AEColor col, int ticks) {
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myEntity = id;
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myColor = col;
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ticksLeft = ticks;
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}
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};
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final private HashMap<Integer, PlayerColor> cliPlayerColors = new HashMap();
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final private HashMap<Integer, PlayerColor> srvPlayerColors = new HashMap();
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public HashMap<Integer, PlayerColor> getPlayerColors()
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{
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if ( Platform.isServer() )
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return srvPlayerColors;
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return cliPlayerColors;
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}
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private void tickColors(HashMap<Integer, PlayerColor> playerSet)
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{
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Iterator<PlayerColor> i = playerSet.values().iterator();
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while (i.hasNext())
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{
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PlayerColor pc = i.next();
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if ( pc.ticksLeft-- <= 0 )
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i.remove();
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}
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}
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HandlerRep getRepo()
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{
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if ( Platform.isServer() )
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return server;
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return client;
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}
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public void addCallable(World w, Callable c)
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{
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if ( w == null )
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serverQueue.add( c );
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else
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{
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Queue<Callable> queue = callQueue.get( w );
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if ( queue == null )
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callQueue.put( w, queue = new LinkedList<Callable>() );
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queue.add( c );
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}
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}
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public void addInit(AEBaseTile tile)
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{
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if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
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getRepo().tiles.add( tile );
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}
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public void addNetwork(Grid grid)
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{
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if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
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getRepo().networks.add( grid );
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}
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public void removeNetwork(Grid grid)
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{
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if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
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getRepo().networks.remove( grid );
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}
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public Iterable<Grid> getGridList()
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{
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return getRepo().networks;
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}
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public void shutdown()
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{
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getRepo().clear();
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}
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@SubscribeEvent
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public void unloadWorld(WorldEvent.Unload ev)
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{
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if ( Platform.isServer() ) // for no there is no reason to care about this on the client...
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{
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LinkedList<IGridNode> toDestroy = new LinkedList();
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for (Grid g : getRepo().networks)
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{
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for (IGridNode n : g.getNodes())
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{
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if ( n.getWorld() == ev.world )
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toDestroy.add( n );
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}
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}
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for (IGridNode n : toDestroy)
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n.destroy();
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}
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}
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@SubscribeEvent
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public void onChunkLoad(ChunkEvent.Load load)
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{
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for (Object te : load.getChunk().chunkTileEntityMap.values())
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{
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if ( te instanceof AEBaseTile )
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{
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((AEBaseTile) te).onChunkLoad();
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}
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}
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}
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CableRenderMode crm = CableRenderMode.Standard;
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@SubscribeEvent
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public void onTick(TickEvent ev)
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{
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if ( ev.type == Type.CLIENT && ev.phase == Phase.START )
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{
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tickColors( cliPlayerColors );
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EntityFloatingItem.ageStatic = (EntityFloatingItem.ageStatic + 1) % 60000;
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CableRenderMode currentMode = AEApi.instance().partHelper().getCableRenderMode();
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if ( currentMode != crm )
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{
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crm = currentMode;
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CommonHelper.proxy.triggerUpdates();
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}
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}
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// rwar!
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if ( ev.type == Type.WORLD && ev.phase == Phase.END )
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{
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WorldTickEvent wte = (WorldTickEvent) ev;
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synchronized (craftingJobs)
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{
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Collection<CraftingJob> jobSet = craftingJobs.get( wte.world );
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if ( !jobSet.isEmpty() )
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{
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int simTime = Math.max( 1, AEConfig.instance.craftingCalculationTimePerTick / jobSet.size() );
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Iterator<CraftingJob> i = jobSet.iterator();
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while (i.hasNext())
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{
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CraftingJob cj = i.next();
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if ( !cj.simulateFor( simTime ) )
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i.remove();
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}
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}
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}
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}
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// for no there is no reason to care about this on the client...
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else if ( ev.type == Type.SERVER && ev.phase == Phase.END )
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{
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tickColors( srvPlayerColors );
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// ready tiles.
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HandlerRep repo = getRepo();
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while (!repo.tiles.isEmpty())
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{
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AEBaseTile bt = repo.tiles.poll();
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if ( !bt.isInvalid() )
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bt.onReady();
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}
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// tick networks.
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for (Grid g : getRepo().networks)
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g.update();
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// cross world queue.
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processQueue( serverQueue );
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}
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// world synced queue(s)
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if ( ev.type == Type.WORLD && ev.phase == Phase.START )
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{
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processQueue( callQueue.get( ((WorldTickEvent) ev).world ) );
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}
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}
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private void processQueue(Queue<Callable> queue)
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{
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if ( queue == null )
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return;
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Stopwatch sw = Stopwatch.createStarted();
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Callable c = null;
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while ((c = queue.poll()) != null)
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{
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try
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{
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c.call();
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if ( sw.elapsed( TimeUnit.MILLISECONDS ) > 50 )
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break;
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}
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catch (Exception e)
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{
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AELog.error( e );
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}
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}
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// long time = sw.elapsed( TimeUnit.MILLISECONDS );
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// if ( time > 0 )
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// AELog.info( "processQueue Time: " + time + "ms" );
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}
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Multimap<World, CraftingJob> craftingJobs = LinkedListMultimap.create();
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public void registerCraftingSimulation(World world, CraftingJob craftingJob)
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{
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synchronized (craftingJobs)
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{
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craftingJobs.put( world, craftingJob );
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}
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}
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}
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